I tried to create an Open GL ES normal map shader. The mesh I used works fine in Blender, but my shader doesnt. I tried to use the mesh in another Sample Program, too. It seems like it does only work ...

UPDATE: This is working and up on gist now! Thanks Reto
I am working on an Android implementation of transform feedback following this example. runs pretty well without any errors, but I am getting ...

I'm working on a cross platform renderer for Windows and iOS. For an example application I wrote a shader that worked without problems on both platform (shader version “#version 120” on Windows and ...

In general is there a performance penalty just by enabling OpenGL ES extensions in a shader?
I am working on some code that injects the enabling of various extensions into the shader source code for ...

I am trying to do the following in GLSL 2 es:
Given a number (say 4 for example) of normalized var4 variables(RGBA) reduce their bit depth and pack the results in a single 0-1 clamped var4. This will ...

What is the underlying implementation of normalize() and length() in GLSL? I am trying to gauge the performance of my code and what to know what instructions are being executed for certain built in ...

I am trying to draw some 3d lines in android using gles 2. But it resulted in some strange effects. Flicker happens when i rotate the scene/camera. But not only that, there is also some lines drawn in ...

I'm trying to come to terms with the level of detail of a mipmapped texture in an OpenGL ES 2.0 fragment shader.
According to this answer it is not possible to use the bias parameter to texture2D to ...

I'm following this example on rendering the camera preview using GLES 2.0 (http://maninara.blogspot.com/2012/09/render-camera-preview-using-opengl-es.html). It worked great until I copied some GLSL ...

Hi I am using normalize() function in GLSL Shader,
If i provide something similar to vec3 v2 = normalize(vec3(1.0,2.0,0.0)) this works
but if I use a vec3 variable it fails.
Failing GLSL code:
vec3 ...

I'm trying to rotate a texture in a fragment shader, instead of using the vertex shader and matrix transformations.
The rotation has the pivot at the center.
The algorithm works fine when rendering ...

I am trying to load a 1D texture of unsigned integers to the shader. Each element of the texture can only be 1 or 0 (I need to do this), and that value depends on the choice the user does in the UI of ...

I am using kivy to implement a simple point light renderer with multi textures and normal mapping. My scene is a simple square, centered at the origin on which I do the mapping. I have 4 maps:
diffuse ...

I'm wondering if is there some tool that can check what extensions are you using in a program or in a shader (or what minimun GL version you must to check).
Something like: 'checkGL directory' to get ...

I've got a fragment shader that downsamples the colors to 4 different colors.
To do this, I compute an index based on the color that varies from 0 to 3.
I then lookup the value of the final color in ...

I try to implement parralax mapping in my 3D engine using OpenGL and GLSL API but the display is not correct. To learn and apply the complexity of a such technique I was inspired by the following PDF ...

I have a game using GLSurfaceView.Renderer in the usual manner to render 3D graphics with OpenGL ES 2.0.
All the rendering code is within the onDrawFrame() method, and when timed takes around 24ms to ...

I'm trying to use multiple textures in a single PointCloud using a ShaderMaterial. I'm passing a texture array to the shader along with texture index attributes and selecting the appropriate texture ...

I'm porting a desktop OpenGL application to GLES-2 (iOS specifically). In the desktop version, some GLSL shaders relied on integer bit operations, which GLES lacks.
This function was used originally ...

I am working with OpenGL ES 3.0 ,trying to render 3D data using direct volume rendering.
I cant see anything on the screen even though the shader code is absolutely correct.
Here is my initialization ...

I have two programs which I am switching between. I loaded my position data up in a VBO and then set up my vertex attribute arrays for my first program. When I switch to the second program and attempt ...

I have no problem doing the "vertex skinning" for three-dimensional animation. All goes well when using the emulator (and genymotion). However, when run on a real device (such as Samsung and Lenovo) ...

I need to create shadows in my scene. I don't want to use Environment with DirectionalShadowLight because it's deprecated and DefaultShader is redundancy. So, I need to implement my own shader with ...

Has anyone been successful in using GLSL 3 ES shaders with three.js library?
From what I know it is impossible for latest revision (r68) beacuse one can't even set a directive (which is required, and ...

In short:
Can anyone confirm whether it is possible to use the built-in variable gl_InstanceID (or gl_InstanceIDEXT) in a vertex shader using OpenGL ES 2.0 on iOS with GL_EXT_draw_instanced enabled?
...

I'm writing for using GLSL and shader objects in OpenGL versions before Core 2.0. My source code detects that the OpenGL version is below 2.0 and then checks for GL_ARB_shading_language_100 support. ...

I have spent a few days trying to get a VBO working on Android using OpenGL ES 2.0, but I just can't seem to get it to work.
Here is the code I am using:
/* The Android shader code */
private static ...

I'm writing a physically based shader using glsl es in three.js. For the addition of specular global illumination I use a cubemap dds texture with mipmap chain inside (precalculate with CubeMapGen as ...